Tumbleway
Tip the world. Let gravity drive.
Drag anywhere to tip the world
Course Clear!
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Tip the world. Let gravity drive.
Drag anywhere to tip the world
Your browser does not support WebGL. Please use a modern browser to play Tumbleway.
Tumbleway is a 3D marble balance game where you tip the world — the marble responds to gravity as you tilt the floating platforms beneath it. Your goal is to guide the marble from the start plate to the glowing goal ring at the end of each course, collecting green gems along the way.
Controls: Drag anywhere on the canvas to tilt the platform in that direction. The further you drag from your starting point, the steeper the tilt. Release and the world springs back to level over 250 ms. On desktop, you can also use Arrow Keys or WASD to ramp tilt, and Space to activate the brake.
The Brake: Press and hold the on-screen Brake button (or Space on keyboard) to apply heavy damping and slow the marble rapidly. You begin with one charge; the Brake branch of the upgrade tree extends this to two charges, a faster recharge, and stronger damping.
Courses: World 1 — Meadow Reach — teaches you the fundamentals: tilt, momentum, and gap-jumping. Six courses of escalating challenge, from a gentle grassy path to narrow ribbons and an S-bend. Clear 4 of 6 courses to unlock World 2, Glass Terrace, where ice surfaces and tight ribbons demand pre-braking and line commitment.
Gems and Scoring: Each gem pickup adds 25 points to your run score. The course score formula is: up to 1 000 points for speed (minus 1 point per 10 ms), plus 25 per gem, plus 150 if you cleared the course without a single fall. Your cumulative total across all courses feeds the leaderboard — so revisiting earlier courses for perfect gem runs is a real strategy.
Upgrade Tree: Spend gems earned during runs on the 10-node upgrade tree across three branches. Grip improves friction on ice and tar. Ballast adds mass, which resists fans and bumpers but lengthens stopping distance — a genuine trade-off. Brake and Prospecting give you better active tools: more charges, gem-detection, and a one-per-course no-penalty checkpoint return.
Falling: Falling off an edge resets you to the last checkpoint you touched (or the start, if none), and adds 2 seconds to your timer. There is no death and no run-ending state — the clock is the only pressure.
World 3 — Updraft Span: The third world introduces three hazard types that make surface reading essential. Tar patches (dark, sticky) slow the marble dramatically — experienced players exploit them as braking zones on steep descents. Bumper walls (bright rim, high restitution) bounce the marble away sharply — useful to carve corners faster, dangerous near edges. Fan zones push the marble upward with a constant impulse; the Anchor upgrade (Ballast branch) halves the fan effect, letting you drive straighter through wind corridors that would otherwise fling an unupgraded marble off course.
Visual design: Tumbleway renders against a deep night sky with 800 scattered star particles. Platform colours shift across worlds — sky-blue geometric islands in World 1, cyan-tinted glass terraces in World 2, and violet-hued dusk spans in World 3. The marble is a polished metallic sphere that catches light from the goal ring and nearby gems. Emissive point lights sit on every gem pickup and goal ring, so course layouts are readable at a glance even in the darker environments of World 3.
Tips for new players: (1) Let go. The world springs back to level on its own — fighting it by holding a tilt while the marble is still in motion usually makes things worse. (2) Tap the brake before ice. Ice surfaces have very low friction; if you enter them at speed you will slide off the edge before the marble responds to tilt. A half-second of braking before the surface change saves 2-second penalty after it. (3) Buy Tread first. The first Grip upgrade raises ice and tar friction immediately, and it unlocks before Glass Terrace does — you will feel the difference within two courses. (4) Use the course map mentally. Each course ID is a world-dot reference (1-1 through 3-6); the layout gradually introduces the next mechanic in the final course of each world, so the last course in a world is the preview of what World N+1 demands.
Drag anywhere on the canvas to tilt the world. The displacement from your touch-start point controls the tilt angle — a drag of roughly 40% of the screen's shorter edge reaches the 22-degree maximum. Release and the world springs back to level. On desktop, Arrow Keys or WASD ramp the tilt, Space activates the brake, and R restarts the current course. The camera follows automatically; you never need to rotate the view.
Pressing and holding the Brake button (or Space) applies heavy damping so the marble decelerates quickly — essential before a narrow ribbon or a low-friction ice section. You start with one charge. The Brake branch of the upgrade tree adds a second charge at Level 2, a 40% faster recharge at Level 3, and 50% stronger damping at Level 4. The on-screen button greys out when you have zero charges, giving clear feedback that the brake cannot fire.
Grip (Tread, Edge Bite, Sure Start) raises friction on ice and tar surfaces, making slippery World 2 courses far more manageable. Edge Bite specifically reduces slip when rolling along a guide rail. Ballast (Density, Low Centre, Anchor) adds mass, which resists fans and bumpers, but lengthens stopping distance — the UI states this cost explicitly, because heavier is not simply better. Brake and Prospecting (Brake, Prospector, Rewind) improve active tools: charges, gem-detection that glows through geometry, and a once-per-course checkpoint return with zero time penalty.
Each gem pickup adds 25 points. The per-course score is: time points (up to 1 000, reduced by 1 per 10 ms elapsed) plus gems × 25, plus 150 if you cleared without any falls. The leaderboard ranks your cumulative total across all cleared courses, so replaying an early course on a better gem route is a legitimate way to climb — not just grinding, but a real strategic choice tied to the Prospector upgrade.
World 2 — Glass Terrace — unlocks when you clear any 4 of World 1's 6 courses. World 3 — Updraft Span — unlocks when you clear any 4 of World 2's 6 courses. This soft requirement means you are never hard-blocked: if one course feels too tight, you can clear the others and still progress. Updraft Span adds fans whose direction is visualised by drifting particles, tar patches, and bumper walls — a full set of invisible-force hazards to read.